spawn random items, and try to put on map, but i still need to investigate why items are not correctly rendered on map
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@@ -116,10 +116,10 @@ class BrSimArena():
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self.players.append(player)
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self.Map.add_player_to_map(player)
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def add_item(self, itype):
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weapon= _items.BrSimItem(itype)
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self.items.append(weapon)
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self.Map.add_item_to_map(item)
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def add_item(self, item_id):
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Item= _items.BrSimItem(item_id)
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self.items.append(Item)
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self.Map.add_item_to_map(Item)
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def get_players(self):
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return self.players
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@@ -58,14 +58,9 @@ class BrSimMap():
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for player in self.players:
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p_coord_x, p_coord_y= player.get_coordinates()
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self.game_map[p_coord_y][p_coord_x]= player
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#if not player.is_alive(): self.game_map[p_coord_y][p_coord_x]= self.dead_player_sym
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#elif player.player_gender_is_male(): self.game_map[p_coord_y][p_coord_x]= self.player_male_sym
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#elif player.player_gender_is_female(): self.game_map[p_coord_y][p_coord_x]= self.player_female_sym
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#else: self.game_map[p_coord_y][p_coord_x]= self.player_nonbinary_sym
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for item in self.items:
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i_coord_x, i_coord_y= item.get_coordinates()
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self.game_map[p_coord_y][p_coord_x]= item
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#self.game_map[i_coord_y][i_coord_x]= self.item_sym
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def _put_resource_on_map(self, target):
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#x= _random.randint(1, self.world_width -2) # from 1 to width-2 because 1 cell is occupied by the mountain
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@@ -1,28 +1,35 @@
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import random as _random
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from entities import resource as _resource
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from entities.items import syms as _isyms
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class BrSimItem(_resource.BrSimResource):
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#XXX i don't know yet if we need to call this clas
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# or we need to have subclasses that inherit this one
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# for example class Weapon and class Medikit (or something else)
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# this decision would change everything from Arena init
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# test
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def __init__(self, item):
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self.coord_x= 0
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self.coord_y= 0
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self.item= item
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def __init__(self, item_id):
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self.item= _isyms.ITEMS[item_id]
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def is_item(self):
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return True
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def get_name(self):
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return self.name
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def get_data(self):
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return self.item
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def get_item_type(self):
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return self.item_type
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def get_name(self):
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idata= self.get_data()
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return idata['name']
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def get_weight(self):
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return self.weight
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idata= self.get_data()
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return idata['weight']
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def is_weapon(self):
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return False
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idata= self.get_data()
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return idata['is_weapon']
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def is_cure(self):
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return False
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#XXX not sure about it
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# maybe we could have more item type, like foods, drink, poison...
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return not self.is_weapon()
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@@ -35,3 +35,5 @@ ITEMS= {
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'range': FAR_RANGE,
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},
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}
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ITEMS_LIST= list(ITEMS.keys())
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